The PreviousFrameSwitch material expression works as expected only with world position offset, but not tessellated displacement. Found in 4.19 CL# 4033788, 4.20 CL# 4233996, 4.21 CL# 4302610 ...
The steps above are reduced to their simplest expression. I appears that several customers complained about lightmap baking resulting in glowing objects. This typically happens on interior door fr ...
Editor crashes after exiting a play in vr session with -Vulkan enabled Exclusive to Oculus Rift ...
When diffing the two blueprints, the FText values are deemed different when they are the same. A workaround has been found by doing a pure string-compare for FText inside "GraphDiffControl::ArePinsD ...
The function UClothingAssetFactory::ImportToLodInternal that set the FClothPhysicalMeshData structure is not call again when we re-import so the vertex colors are not updated. ...
We currently cannot do this because the material import option are not save in the asset import data, so it search only in the local folder of the reimport mesh, those settings should be saved ...
Suggested feature by a licensee and there have been a few use cases recently we've seen. [Link Removed] for vis ...
Within a UMG Widget Blueprint. Calibri font space between characters changes depending on the onscreen size of the textbox widget containing it. ...
See this UDN post. ...